Magic The Gathering Saturday Commander League

The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature to serve as your commander and build the rest of your deck around their color identity.

YOUR DECK

1 commander card (legendary creature)

99 other cards

Only one copy of any card, except basic lands

All cards must be in the color identity of the commander

THE GAME

2–6 players

Free-for-all multiplayer format

Start with 40 life

All commanders start in their command zone

Take turns in clockwise order

Last player standing wins

COLOR IDENTITY

A card’s color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Every card in your Commander deck must only use mana symbols that also appear on your commander. Colorless cards are allowed as well.

COMMAND ZONE

This is where your commander resides during the game when they are not in play. At the start of the game, each player puts their commander face up into the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it’s been cast from the command zone this game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead.

COMMANDER DAMAGE

A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player’s commander, any damage that commander already dealt is still counted).